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- movesprite_ex refactoring, part 2
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1 changed files with 4 additions and 4 deletions
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@ -2472,8 +2472,8 @@ void onMotorcycleHit(int snum, DDukeActor* victim)
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if (numplayers == 1)
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{
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Collision coll;
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int ang = int(p->TiltStatus * 20 + p->angle.ang.Buildang());
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movesprite_ex(victim, bcos(ang, -8), bsin(ang, -8), victim->int_zvel(), CLIPMASK0, coll);
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DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ang;
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movesprite_ex(victim, DVector3(ang.ToVector() * 4, victim->vel.Z), CLIPMASK0, coll);
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}
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}
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else
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@ -2532,8 +2532,8 @@ void onBoatHit(int snum, DDukeActor* victim)
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if (numplayers == 1)
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{
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Collision coll;
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int ang = int(p->TiltStatus * 20 + p->angle.ang.Buildang());
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movesprite_ex(victim, bcos(ang, -9), bsin(ang, -9), victim->int_zvel(), CLIPMASK0, coll);
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DAngle ang = DAngle::fromBuild(p->TiltStatus * 20) + p->angle.ang;
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movesprite_ex(victim, DVector3(ang.ToVector() * 2, victim->vel.Z), CLIPMASK0, coll);
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}
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}
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else
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